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Volo, Collector of the Unique EDH

Commander / EDH Clone GU (Simic) Mutate Tokens

JSEvolved


Maybeboard


Play Volo and ride out the value train.

Once Volo is on the field, the real fun begins. There are many fun interactions with just about any creature in the deck. The deck consists of many good stuff cards like Avenger of Zendikar, Consecrated Sphinx and Wurmcoil Engine as well as a package of mutate creatures. A big thing to know whenever you cast a mutate creature while Volo is on the board, you will get a copy. These mutate creatures get pretty out of hand when stacking them all onto one target.

Your early game typically consists of ramping and prepping to play Volo, Guide to Monsters as soon as possible. Be aware that your commander is typically going to eat removal most games. This typically isn't an issue with the amount of ramp in the deck allowing you to easily recast him again.

I've found that the primary way the deck wins is by going wide and pumping your board with Craterhoof Behemoth, God-Eternal Rhonas or Pathbreaker Ibex.

Many of the cards overlap between categories but this is just a general description of they usage.

Ramps cards are pretty self explanatory. The goal is to get Volo out on turn 3 or even 2 if possible. Once Volo is out, creature ramps doubles up and with everything else, allows you to play and get out to get your your big baddies more easily for double the fun.

  • Beast Whisperer - Triggers off all of your cast creature spells.
  • Dreamtail Heron - Part of the mutate package. Mutating this onto a creature with Volo out allows you to draw at least 2 cards and even more if you mutate onto a single creature.
  • Eidolon of Blossoms - Draw a single card on ETB and whenever one of your few enchantments ETB. When cast with volo you will get an initial draw when the copy enters as well as a draw trigger off both eidolons when the original ETBs.
  • Elemental Bond - Triggers off a good portion of the creatures in the deck as well as copies ETBing off of Volos ability.
  • Garruk's Uprising - Same as Elemental Bond but harder to trigger. The big benefit of this one is that it gives your creatures trample.
  • Return of the Wildspeaker - This is generally used to draw cards but doubles as a finisher with your wide boards.
  • Sea-Dasher Octopus - Another mutate creature allowing you to draw cards on combat damage.
  • Toski, Bearer of Secrets - Primarily another method of drawing cards through combat but doubles as a great body to mutate onto.
  • Acidic Slime
  • Amphin Mutineer - Required piece of interaction on a body. Allows you to remove troublesome creatures on the board and with Volo, you get to remove two!
  • Archipelagore -
  • Auspicious Starrix - One of your potential finishers. With all of the double mutates this can get out of hand very quickly
  • Avenger of Zendikar
  • Clever Impersonator - Fun piece of tech that allows you to copy permanents on the board
  • Consecrated Sphinx - What is better than one sphinx and drawing two cards? Two sphinxes and drawing four cards! Just be careful because this can get out of hand fast
  • Craterhoof Behemoth - One of our three primary finishers. Who could have known that this card could become even more broken.
  • Endurance
  • Gemrazer
  • God-Eternal Rhonas - Another of our primary finishers. This card allows us to either finish the game or go aggressive without worry of not being able to block the crack back.
  • Junk Winder
  • Kalonian Hydra
  • Kiora's Follower
  • Can be used to ramp or give pseudo vigilance to one of your creatures.

  • Pathbreaker Ibex
  • Peregrine Drake
  • Phyrexian Metamorph
  • Pouncing Shoreshark
  • Prosperous Innkeeper
  • Scute Swarm
  • Solemn Simulacrum
  • Spark Double
  • Spike Weaver
  • Temur Sabertooth
  • Tendershoot Dryad
  • Trumpeting Gnarr
  • Uro, Titan of Nature's Wrath
  • Vizier of the Menagerie
  • Wandering Archaic  
  • Fun utility creatures that makes it difficult for your opponents to cast any instant/sorceries without you getting a copy or more.

  • Wurmcoil Engine
  • Bala Ged Recovery  
  • Lightning Greaves
  • Source of haste and protection for your commander and creatures.
  • Relic of Progenitus
  • Used to make sure you don't have any creatures in your graveyard preventing you from triggering Volo's ability. Doubles as some graveyard hate when it matters.
  • Scavenger Grounds
  • Same as Relic of Progenitus but overall less useful.
  • Swiftfoot Boots
  • Source of haste and protection for your commander and creatures.
  • Twinning Staff - Used to copy creatures an additional time off of Volo's trigger. Also has some synergy with Wandering Archaic  
  • Check out my other decks!

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    Will always be a work in progress. Any suggestions are highly appreciated.

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    93% Casual

    Competitive

    Revision 6 See all

    (2 years ago)

    +1 Froghemoth maybe
    +1 Mirrorhall Mimic  Flip maybe
    +1 Spellskite maybe
    Top Ranked
    Date added 3 years
    Last updated 2 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    11 - 0 Mythic Rares

    38 - 0 Rares

    24 - 0 Uncommons

    7 - 0 Commons

    Cards 100
    Avg. CMC 3.52
    Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, City's Blessing, Copy Clone, Insect 1/1 G, Manifest 2/2 C, Plant 0/1 G, Saproling 1/1 G, Treasure, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
    Folders EDH Built (Paper), ZZZ Decks to Note, Great Builds
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